diff options
author | Eric Anholt <[email protected]> | 2015-07-17 10:01:48 -0700 |
---|---|---|
committer | Eric Anholt <[email protected]> | 2015-07-17 22:11:56 -0700 |
commit | ff7896a398f55baefd00e695c8f45f2ffa57bceb (patch) | |
tree | b880c1e0dc89e1de8fbcb7dcda22d64165254a28 /src | |
parent | e42cfe5d032e97e0444df39421a9f93f84452d68 (diff) |
vc4: Switch to using a separate ioctl for making shaders.
This gives the kernel a chance to validate and lock down the data,
without having to deal with mmap zapping.
With this, GLBenchmark stops on a texture relocations, because we'd
recycled a shader BO as another shader and failed to revalidate, since we
weren't clearing the cached validation state on mmap faults.
Diffstat (limited to 'src')
-rw-r--r-- | src/gallium/drivers/vc4/vc4_bufmgr.c | 56 | ||||
-rw-r--r-- | src/gallium/drivers/vc4/vc4_bufmgr.h | 4 | ||||
-rw-r--r-- | src/gallium/drivers/vc4/vc4_drm.h | 25 | ||||
-rw-r--r-- | src/gallium/drivers/vc4/vc4_program.c | 5 |
4 files changed, 78 insertions, 12 deletions
diff --git a/src/gallium/drivers/vc4/vc4_bufmgr.c b/src/gallium/drivers/vc4/vc4_bufmgr.c index 499b5ce146e..f7b41f5816d 100644 --- a/src/gallium/drivers/vc4/vc4_bufmgr.c +++ b/src/gallium/drivers/vc4/vc4_bufmgr.c @@ -1,5 +1,5 @@ /* - * Copyright © 2014 Broadcom + * Copyright © 2014-2015 Broadcom * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), @@ -381,15 +381,57 @@ vc4_bo_get_dmabuf(struct vc4_bo *bo) } struct vc4_bo * -vc4_bo_alloc_mem(struct vc4_screen *screen, const void *data, uint32_t size, - const char *name) +vc4_bo_alloc_shader(struct vc4_screen *screen, const void *data, uint32_t size) { - void *map; struct vc4_bo *bo; + int ret; + + bo = CALLOC_STRUCT(vc4_bo); + if (!bo) + return NULL; + + pipe_reference_init(&bo->reference, 1); + bo->screen = screen; + bo->size = align(size, 4096); + bo->name = "code"; + bo->private = false; /* Make sure it doesn't go back to the cache. */ + + if (!using_vc4_simulator) { + struct drm_vc4_create_shader_bo create = { + .size = size, + .data = (uintptr_t)data, + }; + + ret = drmIoctl(screen->fd, DRM_IOCTL_VC4_CREATE_SHADER_BO, + &create); + bo->handle = create.handle; + } else { + struct drm_mode_create_dumb create; + memset(&create, 0, sizeof(create)); + + create.width = 128; + create.bpp = 8; + create.height = (size + 127) / 128; + + ret = drmIoctl(screen->fd, DRM_IOCTL_MODE_CREATE_DUMB, &create); + bo->handle = create.handle; + assert(create.size >= size); + + vc4_bo_map(bo); + memcpy(bo->map, data, size); + } + if (ret != 0) { + fprintf(stderr, "create shader ioctl failure\n"); + abort(); + } + + screen->bo_count++; + screen->bo_size += bo->size; + if (dump_stats) { + fprintf(stderr, "Allocated shader %dkb:\n", size / 1024); + vc4_bo_dump_stats(screen); + } - bo = vc4_bo_alloc(screen, size, name); - map = vc4_bo_map(bo); - memcpy(map, data, size); return bo; } diff --git a/src/gallium/drivers/vc4/vc4_bufmgr.h b/src/gallium/drivers/vc4/vc4_bufmgr.h index eb8409afb68..b77506e242a 100644 --- a/src/gallium/drivers/vc4/vc4_bufmgr.h +++ b/src/gallium/drivers/vc4/vc4_bufmgr.h @@ -58,8 +58,8 @@ struct vc4_bo { struct vc4_bo *vc4_bo_alloc(struct vc4_screen *screen, uint32_t size, const char *name); -struct vc4_bo *vc4_bo_alloc_mem(struct vc4_screen *screen, const void *data, - uint32_t size, const char *name); +struct vc4_bo *vc4_bo_alloc_shader(struct vc4_screen *screen, const void *data, + uint32_t size); void vc4_bo_last_unreference(struct vc4_bo *bo); void vc4_bo_last_unreference_locked_timed(struct vc4_bo *bo, time_t time); struct vc4_bo *vc4_bo_open_name(struct vc4_screen *screen, uint32_t name, diff --git a/src/gallium/drivers/vc4/vc4_drm.h b/src/gallium/drivers/vc4/vc4_drm.h index 5f1ee4fa125..863ef8da8fb 100644 --- a/src/gallium/drivers/vc4/vc4_drm.h +++ b/src/gallium/drivers/vc4/vc4_drm.h @@ -31,12 +31,14 @@ #define DRM_VC4_WAIT_BO 0x02 #define DRM_VC4_CREATE_BO 0x03 #define DRM_VC4_MMAP_BO 0x04 +#define DRM_VC4_CREATE_SHADER_BO 0x05 #define DRM_IOCTL_VC4_SUBMIT_CL DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_SUBMIT_CL, struct drm_vc4_submit_cl) #define DRM_IOCTL_VC4_WAIT_SEQNO DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_WAIT_SEQNO, struct drm_vc4_wait_seqno) #define DRM_IOCTL_VC4_WAIT_BO DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_WAIT_BO, struct drm_vc4_wait_bo) #define DRM_IOCTL_VC4_CREATE_BO DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_CREATE_BO, struct drm_vc4_create_bo) #define DRM_IOCTL_VC4_MMAP_BO DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_MMAP_BO, struct drm_vc4_mmap_bo) +#define DRM_IOCTL_VC4_CREATE_SHADER_BO DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_CREATE_SHADER_BO, struct drm_vc4_create_shader_bo) struct drm_vc4_submit_rcl_surface { uint32_t hindex; /* Handle index, or ~0 if not present. */ @@ -183,6 +185,29 @@ struct drm_vc4_create_bo { }; /** + * struct drm_vc4_create_shader_bo - ioctl argument for creating VC4 + * shader BOs. + * + * Since allowing a shader to be overwritten while it's also being + * executed from would allow privlege escalation, shaders must be + * created using this ioctl, and they can't be mmapped later. + */ +struct drm_vc4_create_shader_bo { + /* Size of the data argument. */ + uint32_t size; + /* Flags, currently must be 0. */ + uint32_t flags; + + /* Pointer to the data. */ + uint64_t data; + + /** Returned GEM handle for the BO. */ + uint32_t handle; + /* Pad, must be 0. */ + uint32_t pad; +}; + +/** * struct drm_vc4_mmap_bo - ioctl argument for mapping VC4 BOs. * * This doesn't actually perform an mmap. Instead, it returns the diff --git a/src/gallium/drivers/vc4/vc4_program.c b/src/gallium/drivers/vc4/vc4_program.c index 75c1be4f421..561da1074ce 100644 --- a/src/gallium/drivers/vc4/vc4_program.c +++ b/src/gallium/drivers/vc4/vc4_program.c @@ -2277,9 +2277,8 @@ vc4_get_compiled_shader(struct vc4_context *vc4, enum qstage stage, } copy_uniform_state_to_shader(shader, c); - shader->bo = vc4_bo_alloc_mem(vc4->screen, c->qpu_insts, - c->qpu_inst_count * sizeof(uint64_t), - "code"); + shader->bo = vc4_bo_alloc_shader(vc4->screen, c->qpu_insts, + c->qpu_inst_count * sizeof(uint64_t)); /* Copy the compiler UBO range state to the compiled shader, dropping * out arrays that were never referenced by an indirect load. |